Join Date: Aug 2009
EFLC PC: Modding text based files is back!
After some limited tests, I can conclude that decrypted / unscrambled files can be read by EFLC PC game engine without any problem. This means that after the decoding of the .txt, .dat, .cvs and xml (ect) files, there is no need to encode them back before being using. This also means that the xbox360 files of the EFLC DVD can be used instead of the encrypted files installed by the EFLC PC installer. The xbox360 files are not encoded and can be easy read and changed for your modding pleasures . All ways to mod the handling lines and weapons stats en co are back open!
Keep in mind that EFLC PC use a uncommon file structure / placement method witch is a bit complicated, or not... Most of the data is stored in the files located in the 'common' map with the exceptions of content exclusive to one expansions TBoGT or TLAD
I did mention I did only limited tests, therefore I strongly advice to use caution and always backup your original data before experimenting. I don't have access to the xbox360 EFLC files to test more (pm me if you can borrow me the files). In the progress of testing I did successfully replaced the following files:
I hope someone is working on a real decoder for the files, in the meantime feel free to experiment with this method but don't forget to always make backups your original data and please use this tread or the original one on gtaforums to post all your findings regarding the text based files, this way to mod them and the decoding progress.
I did use the newest xliveless in EFLC when testing.
Don't know if it also works without it.
Sorry for my bad English, my native language is Dutch.
Mods and admins feel free edit my post to make it more 'reader friendly'.
With thanks to GTAForums members Slayermaggot, listener and Hellzone100
Just got word from Alexander Blade, he did release a asi script to decode the PC files of EFLC PC.
Last edited by Marsmillo : 04-17-2010 at 04:31 PM. Reason: auto-merged double post
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